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1
Themes / Re: [V1.0 Release][WIP] Famicom Mini/NES Mini theme
« Last post by LegoJedi on Today at 04:28:34 AM »

The only problem I'm having with this theme is I have no idea how to get the background image to change to the right ones for each system. Mine is just stuck on the default.

It is very easy to change the background images, but you cannot do it within attract mode. You have to do it by renaming files in the downloaded folder.

The layout folder "Famicom Mini Ui" consists of two folders; systems and ui. In order to change the background image for each system, you can start by simply duplicating the "Famicom Mini Ui" folder and rename it as the prefered system you want to crate a layout for.

Say you wanted to create a layout for playstation, rename it as "Playstation Mini Ui" (you can rename it however you like).

After that enter the folder named "systems". Delete (or rename) the files called "default-menu.png" and "default.png".  After that, the final step is to rename the the images you want to use in your layout. In this case rename "playstation-menu.png" to "default-menu.png" and "playstation.png" to "default.png".

After that you are set. Simply add the layout to your system and choose "Playstation Mini Ui" as the layout for your emulator within attract mode.
2
Themes / Auto Wheel Creator Theme
« Last post by qqplayer on Today at 04:00:59 AM »


Video demo:

https://www.youtube.com/watch?v=zloX84nH4oM

Explanation:

conveyour_helper_mod.zip : extract inside "modules" folder, LITTLE MOD FROM ARCADEBLISS CONVEYOUR_HELPER , ALL CREDITS TO HIM FOR HIS WORK  :)

Three "border example wheels inside the zip" , credits to "Viking" from the launchbox forums.



Base wheel names has to be the "Emulator" names to work.

Basic_md.zip : extract inside layouts folder

Example for "Sega Mega Drive" emulator



Code: [Select]
fe.layout.font = fe.game_info(Info.Emulator); Needs to be alongside the layout.nut and with the same "Emulator" name

Code: [Select]
      // ----------- List Item Content: Text -----------
      spinList.text.message = "[Title]";
      spinList.text.alignment = Align.Centre;           // OPTIONS:left/right/center
      spinList.text.normal.font = fe.game_info(Info.Emulator);
      spinList.text.normal.size = 18;                // OPTIONS: text font size for every gameList item
      spinList.text.normal.color.red = 255;            // OPTIONS: text font red color channel 0 - 255
      spinList.text.normal.color.green = 255;         // OPTIONS: text font green color channel 0 - 255
      spinList.text.normal.color.blue = 255;            // OPTIONS: text font blue color channel 0 - 255
     
      spinList.text.currentlySelected.font = fe.game_info(Info.Emulator);
      spinList.text.currentlySelected.size = 18;       // OPTIONS: text font size for every gameList item
      spinList.text.currentlySelected.color.red = 255;   // OPTIONS: text font red color channel 0 - 255
      spinList.text.currentlySelected.color.green = 255; // OPTIONS: text font green color channel 0 - 255
      spinList.text.currentlySelected.color.blue = 255;  // OPTIONS: text font blue color channel 0 - 255

Customize text and color options when "logo wheel" is not found.

Code: [Select]
         temp = object.add_customGameItemContent("text", "[Title]", 5 ,30 ,190 ,120);
         temp.font = object.text.normal.font;
         temp.word_wrap = true;
         temp.charsize  = object.text.normal.size;
         temp.align = object.text.alignment;
         temp.set_rgb(object.text.normal.color.red, object.text.normal.color.green, object.text.normal.color.blue);

Text size and position.

Code: [Select]
         temp = object.add_customGameItemContent("artwork","wheel", 20 ,60 ,150 ,60 );
         temp.preserve_aspect_ratio = object.artwork.preserveAspect;
         temp.trigger = Transition.EndNavigation;
         object.gi_textFallback = true;

Base size and position.
3
Scripting / Re: Reload a module "Transition.ToNewList"
« Last post by qqplayer on Today at 03:31:56 AM »
Anyone can explain me why this doesn`t work?

Code: [Select]
////////////////
//Reload Module
////////////
function myModule_transitions( ttype, var, ttime ) {
switch ( ttype ) {
case Transition.StartLayout:
//fe.load_module("conveyour_helper_mod");
fe.do_nut("../../modules/conveyour_helper_mod.nut");
break;
}
return false;
}

fe.add_transition_callback( "myModule_transitions" );
4
General / application-x file need some assistance to get it to launch
« Last post by Dread000 on Yesterday at 04:05:58 PM »
New to the forum here thanks for any assistance i can get.
First of running AM on linux mint mate distro
trying to utilize add emulator to auto load media player from desktop however just does not seem to want to load
i have tried many combinations.
reads my files fine my artwork fine plays my snaps no issue
have tried many different command arguments and triple checked paths as they are correct.
has any one have any suggestions
media player is vlc/
5
I have tried several themes and I have the latest drivers of everything (even reviewed with iobit drivers  booster)

:/
6
By “main menu” do you mean the attract config GUI menu?

Display Menu, and submenu... ARCADES CONSOLES PCGAMES COMPUTERS

Those are components of a particular theme. Always try a different theme first. Your issue with theme resources eating cpu could be related to video drivers. Update to the latest for your video card and try it again. I had an HD4350 that barely ran attract on default drivers. Downloaded the latest and bam!
7
By “main menu” do you mean the attract config GUI menu?

Display Menu, and submenu... ARCADES CONSOLES PCGAMES COMPUTERS
8

Hi,
 I discovered that deactivating the flyer, marquee and snap no longer freeze or put the CPU to 100%,
 what solution do you think for, the nvidia drivers are the latest version?

Regards
9
Scripting / Reload a module "Transition.ToNewList"
« Last post by qqplayer on Yesterday at 02:40:01 AM »
Any way to reload a module when I change to another gamelist?
I mean , I have made a little change to the conveyour_helper from Arcadebliss:

http://forum.attractmode.org/index.php?topic=1945.45

Lines 1989 - 1990

Code: [Select]
filename = "fe.script_dir "+fe.game_info(Info.Emulator)+".png";
filename = (fileExist(filename)) ? filename :  amPath + "modules/conveyour_helper/"+fe.game_info(Info.Emulator)+".png";

So , if I have the same layout for different systems it doesnt change my "emulatorbackground" I need the layout to reload the module every time I change to another list,system,emulator...
10
Scripting / Re: Progress Bar
« Last post by Giacomo1982 on April 20, 2018, 11:49:43 PM »
Thanks for the fast reply keilmillerjr, but I'm not a coder, could you correct this line? Thanks

local width = (1.00 / fe.list.size) * fe.list.index;
local bar = fe.add_image("white.png", flx*0.10, fly*0.05, flw*progress, flh*0.05);
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